Better materials: - default values will no longer trigger things like emission, clear coat being enabled etc incorrectly, mostly importers misunderstand this value, a value of 1 is not actually enabled emission, it must have a non zero setting other than emission value for the emission flags to actually be enabled correctly in our engine #42386 - lambert materials are warned against significantly, do not use Lambert in Godot, use a PBR material like Ai Standard Surface (it's like going from low quality to high definition in terms of output in scenes and on assets) - roughness values are calculated correctly in this version Fixes for normal's array - some normal's from some files were dropped and generated, this is now fixed. - FBX indexing for items with (-1) index, for normal data is supported, this is super helpful at increasing our range of compatibility of FBX meshes. Fix bone rest data **no longer requiring go to bind pose in Maya and various applications** - Partial fix for #43688 Validation tools added for validating large projects Provide package name, vendor and FBX vendor in the log. Implemented metadata properties so we can read extra document info required for bug reporting **FBX 2011 (version 7200)** is unsupported now, you must re-export your file in Maya or Max to upgrade the file format. Fixes skin bind poses being generated based on node xforms in the scene Fixes duplicate bones being added to skin and prevents add_bones from registering skeleton bones it now registers skin bind poses, but this should really be documented in the engine correctly right now it doesn't tell you this is the case.
295 lines
13 KiB
C++
295 lines
13 KiB
C++
/*************************************************************************/
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/* pivot_transform.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "pivot_transform.h"
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#include "tools/import_utils.h"
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void PivotTransform::ReadTransformChain() {
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const FBXDocParser::PropertyTable *props = fbx_model->Props();
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const FBXDocParser::Model::RotOrder &rot = fbx_model->RotationOrder();
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const FBXDocParser::TransformInheritance &inheritType = fbx_model->InheritType();
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inherit_type = inheritType; // copy the inherit type we need it in the second step.
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print_verbose("Model: " + String(fbx_model->Name().c_str()) + " Has inherit type: " + itos(fbx_model->InheritType()));
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bool ok = false;
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raw_pre_rotation = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "PreRotation", ok));
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if (ok) {
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pre_rotation = ImportUtils::EulerToQuaternion(rot, ImportUtils::deg2rad(raw_pre_rotation));
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print_verbose("valid pre_rotation: " + raw_pre_rotation + " euler conversion: " + (pre_rotation.get_euler() * (180 / Math_PI)));
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}
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raw_post_rotation = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "PostRotation", ok));
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if (ok) {
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post_rotation = ImportUtils::EulerToQuaternion(FBXDocParser::Model::RotOrder_EulerXYZ, ImportUtils::deg2rad(raw_post_rotation));
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print_verbose("valid post_rotation: " + raw_post_rotation + " euler conversion: " + (pre_rotation.get_euler() * (180 / Math_PI)));
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}
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const Vector3 &RotationPivot = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "RotationPivot", ok));
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if (ok) {
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rotation_pivot = ImportUtils::FixAxisConversions(RotationPivot);
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}
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const Vector3 &RotationOffset = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "RotationOffset", ok));
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if (ok) {
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rotation_offset = ImportUtils::FixAxisConversions(RotationOffset);
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}
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const Vector3 &ScalingOffset = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "ScalingOffset", ok));
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if (ok) {
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scaling_offset = ImportUtils::FixAxisConversions(ScalingOffset);
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}
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const Vector3 &ScalingPivot = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "ScalingPivot", ok));
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if (ok) {
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scaling_pivot = ImportUtils::FixAxisConversions(ScalingPivot);
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}
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const Vector3 &Translation = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "Lcl Translation", ok));
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if (ok) {
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translation = ImportUtils::FixAxisConversions(Translation);
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}
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raw_rotation = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "Lcl Rotation", ok));
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if (ok) {
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rotation = ImportUtils::EulerToQuaternion(rot, ImportUtils::deg2rad(raw_rotation));
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}
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const Vector3 &Scaling = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "Lcl Scaling", ok));
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if (ok) {
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scaling = Scaling;
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}
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const Vector3 &GeometricScaling = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "GeometricScaling", ok));
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if (ok) {
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geometric_scaling = GeometricScaling;
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} else {
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geometric_scaling = Vector3(0, 0, 0);
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}
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const Vector3 &GeometricRotation = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "GeometricRotation", ok));
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if (ok) {
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geometric_rotation = ImportUtils::EulerToQuaternion(rot, ImportUtils::deg2rad(GeometricRotation));
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} else {
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geometric_rotation = Quat();
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}
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const Vector3 &GeometricTranslation = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "GeometricTranslation", ok));
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if (ok) {
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geometric_translation = ImportUtils::FixAxisConversions(GeometricTranslation);
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} else {
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geometric_translation = Vector3(0, 0, 0);
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}
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if (geometric_rotation != Quat()) {
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print_error("geometric rotation is unsupported!");
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//CRASH_COND(true);
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}
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if (!geometric_scaling.is_equal_approx(Vector3(1, 1, 1))) {
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print_error("geometric scaling is unsupported!");
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//CRASH_COND(true);
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}
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if (!geometric_translation.is_equal_approx(Vector3(0, 0, 0))) {
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print_error("geometric translation is unsupported.");
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//CRASH_COND(true);
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}
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}
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Transform PivotTransform::ComputeLocalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const {
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Transform T, Roff, Rp, Soff, Sp, S;
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// Here I assume this is the operation which needs done.
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// Its WorldTransform * V
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// Origin pivots
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T.set_origin(p_translation);
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Roff.set_origin(rotation_offset);
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Rp.set_origin(rotation_pivot);
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Soff.set_origin(scaling_offset);
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Sp.set_origin(scaling_pivot);
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// Scaling node
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S.scale(p_scaling);
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// Rotation pivots
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Transform Rpre = Transform(pre_rotation);
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Transform R = Transform(p_rotation);
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Transform Rpost = Transform(post_rotation);
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return T * Roff * Rp * Rpre * R * Rpost.affine_inverse() * Rp.affine_inverse() * Soff * Sp * S * Sp.affine_inverse();
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}
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Transform PivotTransform::ComputeGlobalTransform(Transform t) const {
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Vector3 pos = t.origin;
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Vector3 scale = t.basis.get_scale();
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Quat rot = t.basis.get_rotation_quat();
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return ComputeGlobalTransform(pos, rot, scale);
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}
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Transform PivotTransform::ComputeLocalTransform(Transform t) const {
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Vector3 pos = t.origin;
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Vector3 scale = t.basis.get_scale();
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Quat rot = t.basis.get_rotation_quat();
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return ComputeLocalTransform(pos, rot, scale);
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}
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Transform PivotTransform::ComputeGlobalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const {
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Transform T, Roff, Rp, Soff, Sp, S;
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// Here I assume this is the operation which needs done.
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// Its WorldTransform * V
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// Origin pivots
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T.set_origin(p_translation);
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Roff.set_origin(rotation_offset);
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Rp.set_origin(rotation_pivot);
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Soff.set_origin(scaling_offset);
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Sp.set_origin(scaling_pivot);
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// Scaling node
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S.scale(p_scaling);
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// Rotation pivots
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Transform Rpre = Transform(pre_rotation);
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Transform R = Transform(p_rotation);
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Transform Rpost = Transform(post_rotation);
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Transform parent_global_xform;
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Transform parent_local_scaling_m;
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if (parent_transform.is_valid()) {
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parent_global_xform = parent_transform->GlobalTransform;
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parent_local_scaling_m = parent_transform->Local_Scaling_Matrix;
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}
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Transform local_rotation_m, parent_global_rotation_m;
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Quat parent_global_rotation = parent_global_xform.basis.get_rotation_quat();
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parent_global_rotation_m.basis.set_quat(parent_global_rotation);
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local_rotation_m = Rpre * R * Rpost;
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//Basis parent_global_rotation = Basis(parent_global_xform.get_basis().get_rotation_quat().normalized());
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Transform local_shear_scaling, parent_shear_scaling, parent_shear_rotation, parent_shear_translation;
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Vector3 parent_translation = parent_global_xform.get_origin();
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parent_shear_translation.origin = parent_translation;
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parent_shear_rotation = parent_shear_translation.affine_inverse() * parent_global_xform;
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parent_shear_scaling = parent_global_rotation_m.affine_inverse() * parent_shear_rotation;
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local_shear_scaling = S;
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// Inherit type handler - we don't care about T here, just reordering RSrs etc.
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Transform global_rotation_scale;
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if (inherit_type == FBXDocParser::Transform_RrSs) {
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global_rotation_scale = parent_global_rotation_m * local_rotation_m * parent_shear_scaling * local_shear_scaling;
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} else if (inherit_type == FBXDocParser::Transform_RSrs) {
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global_rotation_scale = parent_global_rotation_m * parent_shear_scaling * local_rotation_m * local_shear_scaling;
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} else if (inherit_type == FBXDocParser::Transform_Rrs) {
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Transform parent_global_shear_m_noLocal = parent_shear_scaling * parent_local_scaling_m.affine_inverse();
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global_rotation_scale = parent_global_rotation_m * local_rotation_m * parent_global_shear_m_noLocal * local_shear_scaling;
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}
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Transform local_transform = T * Roff * Rp * Rpre * R * Rpost.affine_inverse() * Rp.affine_inverse() * Soff * Sp * S * Sp.affine_inverse();
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//Transform local_translation_pivoted = Transform(Basis(), LocalTransform.origin);
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// manual hack to force SSC not to be compensated for - until we can handle it properly with tests
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return parent_global_xform * local_transform;
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}
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void PivotTransform::ComputePivotTransform() {
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Transform T, Roff, Rp, Soff, Sp, S;
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// Here I assume this is the operation which needs done.
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// Its WorldTransform * V
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// Origin pivots
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T.set_origin(translation);
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Roff.set_origin(rotation_offset);
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Rp.set_origin(rotation_pivot);
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Soff.set_origin(scaling_offset);
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Sp.set_origin(scaling_pivot);
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// Scaling node
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if (!scaling.is_equal_approx(Vector3())) {
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S.scale(scaling);
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} else {
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S.scale(Vector3(1, 1, 1));
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}
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Local_Scaling_Matrix = S; // copy for when node / child is looking for the value of this.
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// Rotation pivots
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Transform Rpre = Transform(pre_rotation);
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Transform R = Transform(rotation);
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Transform Rpost = Transform(post_rotation);
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Transform parent_global_xform;
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Transform parent_local_scaling_m;
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if (parent_transform.is_valid()) {
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parent_global_xform = parent_transform->GlobalTransform;
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parent_local_scaling_m = parent_transform->Local_Scaling_Matrix;
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}
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Transform local_rotation_m, parent_global_rotation_m;
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Quat parent_global_rotation = parent_global_xform.basis.get_rotation_quat();
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parent_global_rotation_m.basis.set_quat(parent_global_rotation);
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local_rotation_m = Rpre * R * Rpost;
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//Basis parent_global_rotation = Basis(parent_global_xform.get_basis().get_rotation_quat().normalized());
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Transform local_shear_scaling, parent_shear_scaling, parent_shear_rotation, parent_shear_translation;
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Vector3 parent_translation = parent_global_xform.get_origin();
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parent_shear_translation.origin = parent_translation;
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parent_shear_rotation = parent_shear_translation.affine_inverse() * parent_global_xform;
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parent_shear_scaling = parent_global_rotation_m.affine_inverse() * parent_shear_rotation;
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local_shear_scaling = S;
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// Inherit type handler - we don't care about T here, just reordering RSrs etc.
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Transform global_rotation_scale;
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if (inherit_type == FBXDocParser::Transform_RrSs) {
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global_rotation_scale = parent_global_rotation_m * local_rotation_m * parent_shear_scaling * local_shear_scaling;
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} else if (inherit_type == FBXDocParser::Transform_RSrs) {
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global_rotation_scale = parent_global_rotation_m * parent_shear_scaling * local_rotation_m * local_shear_scaling;
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} else if (inherit_type == FBXDocParser::Transform_Rrs) {
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Transform parent_global_shear_m_noLocal = parent_shear_scaling * parent_local_scaling_m.inverse();
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global_rotation_scale = parent_global_rotation_m * local_rotation_m * parent_global_shear_m_noLocal * local_shear_scaling;
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}
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LocalTransform = Transform();
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LocalTransform = T * Roff * Rp * Rpre * R * Rpost.affine_inverse() * Rp.affine_inverse() * Soff * Sp * S * Sp.affine_inverse();
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ERR_FAIL_COND_MSG(LocalTransform.basis.determinant() == 0, "invalid scale reset");
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Transform local_translation_pivoted = Transform(Basis(), LocalTransform.origin);
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GlobalTransform = Transform();
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//GlobalTransform = parent_global_xform * LocalTransform;
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Transform global_origin = Transform(Basis(), parent_translation);
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GlobalTransform = (global_origin * local_translation_pivoted) * global_rotation_scale;
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ImportUtils::debug_xform("local xform calculation", LocalTransform);
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print_verbose("scale of node: " + S.basis.get_scale_local());
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print_verbose("---------------------------------------------------------------");
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}
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void PivotTransform::Execute() {
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ReadTransformChain();
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ComputePivotTransform();
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ImportUtils::debug_xform("global xform: ", GlobalTransform);
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computed_global_xform = true;
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}
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